Maybe they simply havn't found any maps they desire to 'officialise'. It's a pretty big honour, and quite frankly i can't see how fastlane made it. There's no theme other than the basic TF2 scheme and it stalemates at spawn EVERYTIME.

Can't say I'm very excited about the Spy's new additions. As a longtime enemy of the Spy, each new thing is just something I'm going to have to deal with. And let me tell you, a watch with nearly limitless invisibility is not something I'm looking forward to. Same with the dead ringer... Let's just say I'll be incredibly paranoid after this update.

The Ambassador sure is a sweet-looking gun, but the Spy's limitation has been that he needs to be up-close to be the most lethal. I hope giving him something that strong and accurate at long ranges doesn't foul things up much.

I hate the community map idea. Officially endorsing fanmade content only deters other mappers and often leads to totally moronic admins who think a fanmade map is "bad" unless it has Gabe Newell's seal of approval pasted all over it. There is such a thing as too much content.

Release some good official maps from time to time (in order to give the community more ideas and more official assets to work with and prove the game is still getting new content), but I don't see the point in flaunting others' maps. It only makes others feel bad.

/rant

"I wanted the [magic school bus] maaaaaan. it was like a transformer and the delorean and a wizard all in one"
--Boojum

often leads to totally moronic admins who think a fanmade map is "bad" unless it has Gabe Newell's seal of approval pasted all over it.

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This is actually an improvement. I can tell you from experience that any admin who thinks this now used to think any fanmade map was bad, period. Acceptance of custom maps has only gone up since they started officializing community maps.

Can't say I'm very excited about the Spy's new additions. As a longtime enemy of the Spy, each new thing is just something I'm going to have to deal with. And let me tell you, a watch with nearly limitless invisibility is not something I'm looking forward to. Same with the dead ringer... Let's just say I'll be incredibly paranoid after this update.

The Ambassador sure is a sweet-looking gun, but the Spy's limitation has been that he needs to be up-close to be the most lethal. I hope giving him something that strong and accurate at long ranges doesn't foul things up much.

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I main spy and consider myself pretty dang good (as do all players obviously). As such, let me reassure you that the "nearly limitless invisibility" is pretty much worthless. Sure, I haven't tried it out yet, but I currently get "nearly limitless invisibility" by picking up ammo. Having to stand still to regenerate cloak will likely only be usefully for first-time spies as they are generally the ones that somehow still think the spy is a slow, stealth class when in reality, it's one of the more fast-paced run-n-gun classes (at least the way I play).

With ammo regenerating cloak, it promotes the whole dive in, stab a couple targets, cloak, get the hell out, find ammo to stay cloaked, and to be able to stab somebody else right away. If you have to stand still to regenerate, you'd have to stab, cloak, run away, decloak, stand still, wait, wait, wait, wait, cloak, run in and repeat the process. I don't see it being very viable, at least, not without having to sit around doing nothing for way too long.

Sure, this is all speculation since I haven't tried it out yet and nobody knows exactly how it will work, but giving up ammo being able to refill cloak, for standing still refilling cloak just doesn't seem at all usefull.

Maybe they simply havn't found any maps they desire to 'officialise'. It's a pretty big honour, and quite frankly i can't see how fastlane made it. There's no theme other than the basic TF2 scheme and it stalemates at spawn EVERYTIME.

Oh well.

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There are far worse Valve-ordained maps than Fastlane, so let's not name names. Beauty is in they eye of the beholder (including game modes like Arena).

If you have to stand still to regenerate, you'd have to stab, cloak, run away, decloak, stand still, wait, wait, wait, wait, cloak, run in and repeat the process. I don't see it being very viable, at least, not without having to sit around doing nothing for way too long.

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The way I interpreted it working is that you don't have to decloak. The main idea is that if you're standing still, the cloak doesn't drain, allowing you to remain cloaked indefinitely when not moving. The description says nothing about it not regenerating normally (when you're not cloaked). By the wording, it's even possible that when you stand still, it regenerates while cloaked.

I will concede though that if you are a particularly active spy that uses cloak almost to the exclusion of disguises, which I hear aren't particularly useful, the ammo pickup could still better for you, especially if I'm wrong about that last part.

I agree with you Shmitz that you probably don't have to decloak if you are standing still because your standing charge will probably counter the drain, thus letting you sit cloaked indefinitely.

Basically what I was trying to say is that I try to have a pretty high amount of cloak BEFORE I go in for the stab. This means that I can jump behind somebody, stab them (and hopefully a friend or two along with them) and then cloak right away and run off to find more ammo to build my cloak up so that I can go back in and stab more people.

If you have to stand still to gain cloak faster, basically what that means is that you can't really run around cloaked building up your cloak with ammo. This makes it harder to decloak in a good position to stab somebody and have a good amount of cloak left. And, even if you do stab and have a lot of cloak left, your only option is to cloak and run and hide to wait for your cloak to recharge, rather than cloaking, grabbing some ammo, and be ready with a near full charge again.